I can't really say, I'm just making stuff up off the top of my head -- treating this more as an open brain-storming session that a well-thought out idea that I'm posting up.
I wouldn't think that the "full repair" material would be something exotic or unusual, or even change every time. Something along the lines of "usually the quick repairs are all it needs", so the basic branch or nugget repair is sufficient to take it to 100%, but maybe 1 time out of 10, when the repair is reset to 100%, something more serious has gone wrong, requiring more significant repairs to get back to 100%. In this case you could still patch it up with a branch of nugget to 90% (or whatever), but the full repair will involve more work. Since you'd know what the new repair item / class was right off, there would be a bit more time to get it worked out (plus it can be extended via patch jobs).
Also, I know this adds a bit of extra complication to the repair system, but in some sense depth = complication. [/sarcasm=on]I can understand that some players might want a drastically simplified (even from the current) repair system, but that would trod on someone's play experience. One could argue that the current combat system is too complicated, and that it should be simplified to one class and one attack button, so you don't have to bother with all that other stuff like selecting weapon skills or building TP. I mean ... I only want to go out and kill stuff so I can get materials to craft with - why is combat so complicated? [/sarcasm=off]
In all seriousness, finding some balance that adds some interest while not placing awkward obstacles for players seems in everyone's interest.
edit: Looking back at the original post, I very much like the idea of adding flexibility to craft/material for items. My suggestion for the occasional more difficult repair is to provide some balance to the "make it easy" as well as making for a little change of pace from the day-to-day.


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